Description

The game features the 3rd Panzer Division and some supporting XLVIII Panzer Corps units at mostly Platoon and some Company/Battery level and the Red Army (10th Tank Corps, and other rifle and supporting elements) at Company/Battery level. The combat system utilizes combat multipliers that players must use correctly to have the best effect. Each hex is 330 meters. Turns are 2 hours long during the day and 4 hours at night. The rules are modeled around the seven battlefield operating systems which make them easily understood and easy to learn.

This system features extensive use of obstacles (mines, wire, improved positions, and fortifications), a patrol rule, overwatch fire, air and artillery support, and reserve movement. These obstacles help channel the attack and force the Germans into kill sacks and forcing them to push through the heavy resistance to take ground. Overwatch is a type of fire that allows the player to move a short distance and then setup to fire suppressive fire at enemy units that might otherwise use opportunity fire. Reserve movement will allow a player to respond to enemy movement and move more units into a hex to strengthen it before an assault.

Units are modeled to represent the 2 major types of weapons that most units have. Secondary (usually small arms) and a primary (main gun, machine guns, etc...). These weapons may fire at different targets if they want. They also effect targets differently. Suppression is also handled uniquely in this game. Units that are suppressed get a defense bonus since they take better advantage of the terrain in the hex, while at the same time they have their other factors reduced. Units are also modeled as needing transports and get the benefits of movement from them with the vulnerability that goes with it. The battle follows the divisions actions during the 10 days of the battle. The division operated on the left flank of the Gross Deutschland Division.

The additional armor in this game makes play extremely fun and intense and they include Panzer Regiment 6 (90 MkIII and IV tanks) and 10th Tank Corps 3 Tank Brigades (120 T34 and 60 T70 tanks). 3rd Panzer has its 2 Infantry Regiments and supporting elements. The game will also force players to account for Command and Control and Supply.

Maintenance and repair are critical to both sides as this determines most of the replacements that arrive every morning. Troop replacements are generated by returning casualties to the battle. Lots of these casualties are minor in nature and both sides worked hard to get these wounded back to the front quickly. Air-Ground Attack can have a significant effect on the battle and both sides have a capability in the air to affect the battle. The Germans were eventually bled white and forced to suspend Citadel.

This 3rd Panzer division game fits into the DRK-GD game framework by being primarily a reinforcement in that game and replacing the 3rd Panzer battalion counters that simply fill the void and help cover the extended left flank of GD.

As so often happens, no plan survives meeting the enemy and must be adjusted. This game will be no different. Combined arms play prominently in gaining successful outcomes to engagements. This game will force the players to make big and small decisions on things such as avenues of approach, advancing through choke points, overtaking or bypassing strong points, and trying to find the operational freedom to reach Kursk and encircle the Soviets before they can launch their own counter-offensive. Especially important are decisions on when to opportunity fire, what weapons to engage with, at what range should a fire attack be made, and how best to cover a minefield or wire breach operation.

Key Features:

(4) 11" x 17" game maps of the Kursk area that extends the DRK-GD map in the top left (north west) corner

(2) Full Color Order of Battle Charts

Combat Charts and Tables

Special scenario modifications

Approximately 600 Die Cut Unit Counters and Markers

Germans at platoon and company/battery level, Red Army at company/battery level

Grading System

Every item in our inventory has been inspected, very strictly graded, and bagged for its protection.

SW

Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW (NM)" means shrink wrapped in near-mint condition.

Mint

Perfect. Brand new.

NM

Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible.
Board games in this condition may be played but show little to no wear.

EX

Excellent. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition.

VG

VG Very Good. Used. May have medium sized creases, scuff marks, very small stain, etc. Complete and very useable.

Fair

Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.

Poor

Extremely well used and has major flaws, which may be too numerous to mention. Item is complete unless noted.

Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents. When only one condition is listed, then the box and contents are in the same condition.

A "plus" sign indicates that an item is close to the next highest condition. Example, EX+ is an item between Excellent and Near Mint condition. A "minus" sign indicates the opposite.

Major defects and/or missing components are noted separately.

Boardgame counters are punched, unless noted. Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price.

In most cases, boxed games and box sets do not come with dice.

The cardboard backing of miniature packs is not graded. If excessively worn, they will be marked as "card worn."

Flat trays for SPI games are not graded, and have the usual problems. If excessively worn, they will be marked as "tray worn."